Sandstorm Team

Team @ a Glance
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Hippowdon@ Leftovers
Ability: Sandstream
EVs: 252 HP / 252 Def / 6 Atk
Impish Nature
- Earthquake
- Roar
- Slack Off
- Stealth Rock
Hippowdon starts off the battle by laying down stealth rock and introducing Sandstorm into the battle. He recovers with Slack Off and attacks with EQ. Roar to phaze enemies and shuffle SR damage.​

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Gyarados@ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 10 Spd
Impish Nature
- Dragon Dance
- Waterfall
- Rest
- Sleep Talk​
ResTalk DDGyara. 248 HP makes his HP odd, meaning I take less damage from stealth rock. Rest + Sleep Talk means I can switch in, absorb status, heal and boost my attack and speed all at the same time. Counters Lucario and Scizor well due to Intimidate.

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Tentacruel@ Leftovers
Ability: Clear Body
EVs: 252 HP / 120 Def / 138 SDef
Calm Nature
- Toxic Spikes
- Rapid Spin
- Knock Off
- Surf​
Spinner, Spiker, and MixApe counter. Sets up Toxic Spikes on my opponents side of the field in order to help wear them down. Rapid Spin is staple in all my teams in order to rid of entry hazards. Surf for STAB and to do damage . Knock Off to rid of the opponent's item and disrupt their strategy. Also absorbs Toxic Spikes.

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Scizor@ Leftovers
Ability: Technician
EVs: 220 HP / 238 Atk / 52 Spd
Adamant Nature
- Swords Dance
- Bullet Punch
- X-Scissor
- Superpower
Your standard SD Scizor. Swords Dance to boost his monstrous attack, X-Scissor for psychic types like Celebi, Superpower for Blissey, and Bullet Punch for everything else. 52 Spd lets me outrun Magnezones who invest very little in speed and OHKO with Superpower.​

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Blissey@ Leftovers
Ability: Natural Cure
EVs: 212 HP / 252 Def / 46 SDef
Bold Nature
- Aromatherapy
- Flamethrower
- Softboiled
- Seismic Toss
Special Wall and cleric. Softboiled to heal, and ice Beam and seismic toss to attack. Counters the special threats that the others cannot. Heals team's status with aromatherapy.​

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Rotom@ Leftovers
Ability: Levitate
Timid Nature
252 SAtk / 252 Spd / 6 HP
- Substitute
- Charge Beam
- HP Fighting
- Shadow Ball
SubCharge Rotom. Substitute to scout for attacks and block status, charge for stab and attack boosts while shadow ball and hp hit for perfect coverage. Serves as my spin blocker.​


Credit goes to Arkeis.com for the images.​
 
This seems a stall-oriented team, and even if I don't paly stall, I'll try to rate it.

First of all, a team that relies on toxic spikes should have a spin-blocker (read: a ghost type), otherwise starmie\forretress\tentacruel\other spinner is free to come in and spin away your passive damage.

Secondly, Tyranitar with your ev spread still takes up to 90% from a CB Scizor's bullet punch, that means a possible ohko with rocks on the filed and assuming it has not taken any prior damage. In my opinion DD tar has hard times with scizor being on almost every team, although I've seen someone (metanite if I recall correctly) using a babiri berry DD tar with some success.

If I were you, I would replace Tyranitar with a rotom appliance, something like:
Rotom-h @ Leftovers
Ability: Levitate
EVs: 252 HP/92 Spd/164 SAtk
Modest nature (+SAtk, -Atk)
- Shadow Ball
- Thunderbolt
- Rest
- Will-o-wisp

This may help with spin-blocking and with burning incoming steels (metagross\scizor mainly) who are immune to toxic spikes. Rest because you have aromatherapy on bliss.

Hope this helped.
 
Not bad.

However, I think you'd be better off running Roar on Hippowdon somewhere; preferably over Ice Fang since Sandstorm + Stealth Rock damage will prove to be useful enough at combating Dragons, and specifically takes care of Salamence better since he will suffer from SR damage the most. The only other real benefactor from keeping Ice Fang is that you'd have better coverage over Grass types, and those you shouldn't have Hippowdon out against anyways.

I can see you performing a little better if Zapdos was more offensive, and it will give you a reasonable force to work with especially considering the stall-sort of flow that this team has. Although most Lucario will be holding LO and will consequently suffer from recoils, you shouldn't expect to have him OHKO'ed by Heat Wave if you aren't running a certain amount of Special Attack EV's. It's not a huge issue really, seeing as how even the least offensive Zapdos will net at least 83.33% - 98.23% against a 4 HP / 0 Sp. Def Lucario. I'm recommending a simple spread of 252 HP / 176 Spe / 80 SAtk; this still maintains your 308 Speed but more importantly highers your offensive capabilities a bit more.

One small nitpick on Tentacruel: drop Ice Beam for Knock Off. This gets pretty useful since it takes off your opponents normally held items such as Leftovers/Scarfs/Bands and even the occasional Focus Sash. I know, Dragons might be a bit more nuisance that way but as stated earlier, they will be taken care off from secondary damage. If you're still worried about them, I'll recommend a way for you to deal with them next

As for my previous suggestion, a way for you to handle Dragons better while making Scizor a destructive beast is going for a CB Scizor. It's not required, but this thing will tear through a good amount of threats and is great at KO'ing weakened enough Dragons. If you keep your current spread as is, throw a Life Orb on Scizor for more powerful attacks; however, if you decide to go for a CB variant as suggested, go ahead and drop X-Scissor for U-Turn since scouting is really helpful.

You definitely need to make Blissey more specially defensive; with Hippowdon being a complete physical wall and Zapdos having formidable enough defenses whilst at the same time having means of recovery via Roost, Blissey will play that role greatly. Using a standard EV spread of 252 Def / 40 SAtk / 216 SpD and switching to a Calm nature will do the trick. Thunder Wave helps a lot at crippling those fast threats, so dropping Seismic Toss for said Thunder Wave can work great.

Disregarding your gimmicky movespread, I'll get to the matter of your EV's. You need to run max Speed especially since you have an Adamant nature as opposed to Jolly. A certain amount of Speed is needed at making Tyranitar fast enough to do his sweeping job properly. As far as your moves are concerned, it's not necessary to invest defensive EV's in a late game Tyranitar who will be doing mostly sweeping and Zapdos should have taken care of Scizor opposition before you bring out Tyranitar anyways. Fire Punch can work well over Counter which gives you a way to get rid of Scizor who you were worried about. In the end, a spread of 252 Atk / 252 Spe / 4 HP and the latter move transition of Fire Punch over Counter will be best for Tyranitar.
 
This team will be for WiFi. I've changed some of the movesets of my pokemon in order to make them more effective.

Is there any way to change the EVs on Blissey to be more specially defensive even though it's at level 100?
 
bump. do the rotom forms work over wifi? I'm thinking about putting one in over T-Tar.

No, they don't work on wifi at the moment. I didn't realize this team was a wifi team, otherwise I would have not suggested a rotom appliance.
 
Machamp, with his STAB fighting moves and elemental punches, can do a lot of damage to your team.

Any of his fighting attacks can take out T-tar and Blissey with ease, and fire punch hits Scizor hard. Ice Punch and Thunder Punch can take care of Hippowdon + Zapdos and Tentacruel, respectively.

That's just with elemental punches and fighting moves; there's also Stone edge to worry about, which Zapdos doesn't like. Payback still hits hard if you don't resist it.

Toxic Spikes could activate Guts, and rest can take care of poison if its a No Guard version.

You have no psychic moves or flying moves to hit Machamp super effectively. Your Zapdos could learn Brave Bird...but other than that, your team can't learn any other psychic or flying type moves.

Your best bet is to find a way to fit a ghost pokemon in your team, so you can switch in while choiced versions are locked into Close Combat or Dynamic Punch. A resistance to fighting is just fine as well, but you'll still get hit hard.

Remember; once you're able to wall Machamp, there's still the matter of being able to faint it with a super effective move.

Like I said before, Brave Bird on Zapdos would be awesome since Zapdos is faster and can switch in to resist fighting attacks, but Zapdos would need to change to a physical one, which would change your team and create problems, more or less.

Despite all that, you still have a decent team. =)

Hope I helped.
 
i think i have a tyranitar set tht scizor 2ohkos with unboosted life orb bullet punch here it is 200hp 150 attack 50 speed 50 def 50 sp def it takes som surfs u can just use ur ddance set thts wat i ran gl wit it =]
 
If you're keeping Tyranitar, I suggest switching to Jolly and giving it a Babiri Berry. Babiri takes Scizor's Bullet Punch and allows you to Fire Punch it back. If it goes for Brick Break/Superpower (somewhat common if it doesn't have a Choice Band or Swords Dance under its belt), then you will outspeed and OHKO with Fire Punch.
 
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